Saturday, September 28, 2013

Last two sessions of the MOG campaign had to be called off due to scheduling and illness, I still have an annoying lingering cold. There should be a couple more Yellow Planet posts finding their way onto the blog in the next couple weeks. Despite feeling a little cruddy I found myself waking up at 5:30 AM and started scribbling away drawing up a dungeon just for the heck of it (not that there is ever much trouble finding a use for stray dungeon levels). So here reduced to fit on one image is all six levels of Doodle Dungeon in all it's un-keyed glory:

Click for the the 150 dpi image. The working file is a layered photoshop file at slightly over twice the resolution with each layer lined up one over the other but it's a little too big for a just for the heck of it blog post.

23: +3 Electro-Nun-Chucks%chance equal to damage of
knocking-out a target , no save. Ninjas of 6th level or higher can
throw a 6d6 lighting bolt upto 3 times a day. Immune to electric damage when
held.

29: +2 Flaming Sword,% chance equal to damage that target is ignite,-2 save. Fighters or
Ninjas of 7th level or higher can conjure a wall of fire 50’ long up
to 50’ away once per day.

30: +3 Flaming Sword, % chance equal to damage that target
is ignited, NO save. Fighters or Ninjas of 7th level or higher can conjure a
wall of fire 50’ long up to 50’ away up to 3 times a day. May throw a fireball
that does 8d6 damage one time a day.

38: +2 Ice Staff, as above plus: 3 times a dayAny ninja
orMU of 5th level or high
can conjure ice in 60’ diameter around them that will cause anyone moving more
then 10’ a round to fall over(unless they can walk on ice).

39: +3 Ice Staff, as above plus call an ice-storm up to 300
feet away (50’diamter) causing 2d6 damage per rounds to any stuck in storm
(slippery as above) once per day lasting a round per user level.

50: Zombie Repellent, dash this on ground and all zombie
within 50’ will move away for 2-7 rounds no save.

51: Instant ice, throw this on water and it freezes a
50’radius into stable ice for one hour. Swimmer that fail save are stuck in
place.

52: +2 Ice Hammer, will break normal or magical ice on a
single attack, can free an individual frozen up to 3 times a day. User is
immune to ice attacks. Can be thrown by fighter of 5th level or
higher and will return to fighter.

58: Electric Rod, 1-60 charges, throw lightining bolts that
do 1d6 damage per charge (can be up to 10 charges at a time) and absorb
lighting attacks when holder makes a save. Will short-out if more then 60 charges

59: Flame Thrower, 1-20 charges, will spray out fire in a
50’ cone that does 1d6 per charge. Targets ignited that fail a save.

78: Boots of the Fox- leave tracks that require trackers to
save or follow inwrong direction

79: Hoofer's Slippers- wearer will dance well to any music

80: Shadow Slippers- can vanish into shadows and move
through any contiguous patch of shadow/darkness. As if invisible. Ninja of 4th
level or higher can make missile attacks from the shadows while wearing these
without revealing their location.

81: Weightless Rope: this rope simply has no weight of note
(1 coins worth), a man could manage 500 feet of it before the volume of the
rope becomes too unwieldy.

82: Razorbane line: This rope can not be cut unless one
knows the magic word which must be spoken as it is cut.

83: Merciful Snare: If this rope is disturbed by someone
that doesn't know it's secret command word it will attempt to entangle them
(attack as 4HD monster) and on the following round the target must save vs
spells or fall asleep. The rope will hold them secure and asleep until severed
or commanded to release the victim.

84: Whisper Knot: This rope will tie and untie itself with
but softly spoken command words.

85: Leaping Cord: This magical rope will hurl itself into
the air on command and attach itself to a usable mooring point on the users
command up to 200' away.

86: Stumble Lasso: this looped rope may be used to snare a
target up to 50' away on a successful attack roll (at +4 to hit).

87: Zombie Whistle, all zombies within 400ft will be
attracted to this whistle’s call.

88: +2 Laser Sword. Ninja and fighters of 4th
level or higher can make a 4d6 laser attack on a sinlge target up to 300’ away
twice a day . On an attack roll is a 1 or 2 the laser crystal burns out and the
sword is useless until the crystal is replaced.

89: +4 Laser Sword, three times a day a ninja or fighter of
6th level or higher may make a 8d6 laser attack on a single target
up to 500’ away. On an attack roll is a 1 the laser crystal burns out and the
sword is useless until the crystal is replaced.

90: +1 Laser gun, fire a laser that does 6d6 damage against
a target up to 600’ away. If an attack roll is a 1 or 2 the laser crystal burns
out and the sword is useless until the crystal is replaced.

91: +3 Laser gun, fire a laser that does 8d6 damage against
a target up to 800’ away.If an attack roll is1-3 the laser crystal burns out and the laser gun is useless until the
crystal is replaced.

92: Laser Crystal, replacement part for laser guns and laser
swords.

93: +2 Mirror shield, A fighter of 3rd level or higher can
reflect laser attacks Back at attacker 50% of the time.

94: Boots of the Night, wearer is invisible and silent when
wearing these ninja boots, ninja of 3rd level or higher do not
appear if they attack while invisible.

95: Shuriken Defelctor, the wearer of this charm is missed
by shurikens 50% of the time no matter how good the attack roll.

96: Robot Wrench, if used with robot repair kit it provides
+3 to repairs. It came be used as +2 ,ace vs robots.

97:Samurai Robot Armor,
A fighter in this +2 plate is also +2 to hit and damage for the wearer.

98: Samurai Rocker Armor, A fighter in this +3 plate is also
+3 to hit and damage, they may fly at 150’ a round for 10 rounds a day. Damage
suffered from falls is halved while in this armor.

99: Dragon Collar, if you can slip this collar on a dragon,
serpent, or hydra you are it’s master for 30 days.

100: Mystery Mask, this mask let’s one appear as
another person it is 99% flawless.

Introducing The Yellow Planet: A creationof my
preschool aged son, full of ninjas, robots, and zombies.

The Yellow Planet, is a world with no
moon yet in the night sky shining down on the often present yellow sands are
the neighboring Red planet and Blue planet.

The people of The
Yellow Planet dwell in houses near grand rectangular pools of precious clean
water, The red water of the wilds must be cleansed before it can be safely
imbibed. The yellow sands give sway to great swaths of yellow flowers making it
tricky to tell one is moving into fertile territory from a distance.

Zombies roam the wastes and are also controlled by many home
owners set to tasks such as simple home maintenance, tending the garden fields
near the homes, or standing vigil against raiders and thieves. The floating
cities of the Blue Planet are full of hostile cannibalistic zombies zas can be
viewed by a quality telescope.

There are old places and the occasional home on the Yellow
Planet that are guarded by Robots of ancient design, few men know the secrets
of their repair and construction. Some of the Yellow planet Robots can be
controlled by men but some are mad having suffered damage in ages past and some
have been reprogrammed by the raiding robots from The Red Planet.

The Yellow Planet is ruled by the King and Queen of the
Yellow Planet who are the most powerful ninjas of The Yellow Planet. The ninjas
do not all agree with each other and the constant battles and chaos between
the ninja clans makes defending the populace at large tricky for the ninja of
The Yellow Planet.

So there you go gentle reader an outline and overview of The Yellow Planet as dreamed up by my son (just turned 4 not so long ago). More posts to come.

About Me

A RPG player who thinks he has something to share. Discovered wargaming at the age of 9 or so thanks to Avalon Hill. Started playing D&D in the later days of the 70's as one of those annoying kids and currently games with spouse, family and friends.